Units and Missions
Universal rules Decided
- Every unit belongs to a building (Crashed Ship, Depot, Barracks). No unit is controlled directly; tapping one only shows its status and cargo.
- Missions are set on the owning building. Basic mission shapes: go to a point, out-and-back, depot A → depot B, gather at a deposit, patrol, escort, attack, recall.
- Slots and size: a building provides slot capacity; bigger units take more slots. Players choose between quantity and quality (for example, a 4-slot Barracks with 4 Sword Bots, 2 Sword + 1 Gun, or 2 Gun Bots).
- Units cost no resources. They’re limited by slots and by a build/respawn delay.
- A destroyed unit rebuilds automatically in its slot after the delay and inherits that slot’s mission.
- Delays Tentative: Harvester 30 s (decided for the prototype baseline). Trucks longer (60–90 s suggested). Large vehicles longer still. Combat bots not yet set.
Starting units (Crashed Ship) Decided
The ship starts with one each of three units:
| Unit | Role |
|---|---|
| Scout Drone | Explores |
| Harvester | Gathers resources |
| Engineering Crew | Builds |
The Scout and Harvester work from the first minute. The Engineering Crew has nothing to build until the first 100 Basalite arrives (about 3:20 in the baseline sim), so for the first few minutes only two things are happening. What the crew does before then is Open (see open-questions.md).
Earlier versions had one drone do both scouting and gathering, or added a separate “mining truck.” The designer rejected an overloaded drone and settled on these three.
Scout Drone Decided
- Flies over all terrain. Fast enough that sending it out isn’t a chore.
- Missions are always round trips. Range is limited by a round-trip “battery” that recharges at home. Starting range is 150 tiles of flight, so it reaches 75 tiles out, with more range an early upgrade Tentative (tier0-proposals.md).
- Starts with simple out-and-back. Waypoints, loops and return-to-home come later. Encourage out-and-back exploring rather than patrols.
- Orders queue Tentative: one given while the Scout is away flies after the ones before it.
- Can’t be shot down early. Nothing can hit the sky within its starting range, so the first drone can’t be lost.
- Relatively low field of view. Radar later outperforms it.
- Discovers deposits. Harvesters never wander into unknown deposits on their own.
- Investigate Tentative: the crew knows nothing about the planet, so every deposit starts unknown. The Scout flies to a patch and scans it on site, and when the scan finishes the resource is discovered, which is when its story beat plays and explains what it’s good for.
- Harvesters can’t mine an unknown patch.
- Scan time depends on the resource: easier ones are very fast, about 15 s; harder ones take longer, up to about a minute.
- What’s still open is in open question #53.
Harvester Decided
A small, primitive, pickup-sized ground vehicle that combines extraction and transport.
- Lives in the Crashed Ship (the original) or a Depot (shares Depot slots with trucks and crews).
- Unloads only at its home building. Never at another Depot.
- Slow to drive, quick to collect. Distance is the main penalty, which is what makes logistics desirable.
- Works a 2×2 footprint on a deposit, moving around inside it as an animation. That area is dedicated to it.
- Only one Harvester collects in a footprint at a time. Others assigned to it wait.
- Irregular deposit edges mean a footprint may cover 4, 3, 2 or 1 resource cells.
- Collection rate scales linearly with productive cells: 4/3/2/1 cells = 1.0/0.75/0.5/0.25 per second.
- The route-assignment UI shows footprints already taken and how many cells each would cover. Duplicates are allowed but cost efficiency.
- Drills use the same footprint and edge logic.
- Small noise each, additive in groups. Still far quieter than drills.
- Never obsolete: a low-noise extraction option for the whole game (remote deposits near hives, quick bootstrap, emergency recovery).
Missions:
| Mission | Behavior |
|---|---|
| Gather | Go to a designated deposit or hive, fill up, return home, repeat |
| Patrol & Collect | Patrol an area (for example, outside your walls) and pick up only dropped Evolite from dead aliens; go home when full. Never starts mining. |
Clearing a hive is a Gather mission on Live Evolite (see noise-and-aliens.md).
Baseline numbers are in balance-and-simulations.md.
Engineering Crew Decided
- Builds construction ghosts, repairs, and rebuilds ruins.
- Draws materials from its home network and goes back to restock.
- Flies over buildings, walls and units, like the Scout, so construction never needs roads Tentative (first-test.md).
- Lives in the ship at first, then in Depots. Whether dedicated crew facilities exist later is Open.
- Idle at the start. The ship holds no Basalite, so the crew waits until the Harvester has brought back enough for the first Depot (about 3:20). Filling that gap is Open.
- After building the first Depot at the chosen base site, the ship’s crew can be reassigned there Tentative.
- See logistics.md for remote construction.
Logistics Truck Decided
- Small pickup-style trucks (not semis). Faster than Harvesters (baseline 3 tiles/s versus 1).
- 2 cargo slots, one stack of one resource each Tentative.
- Runs depot ↔ depot/outpost routes. Can’t be controlled directly.
- Unlocked with Logistics research in Tier 1.
Military robots Decided
Robots, not people. That fits the no-population rule and explains free respawns.
| Unit | Tier | Slots | Weapon | Notes |
|---|---|---|---|---|
| Sword Bot | 0 (when aliens are first seen) | 1 | Melee swords, no guns | Wimpy; patrols, escorts Harvesters, fights weak aliens |
| Gun Bot | 1 (Evolite research) | 2 | Ranged guns | Larger and tougher; defends industry, attacks hives |
- Barracks missions: patrol an area, defend a structure, escort Harvesters, attack a target (for example a hive), recall.
- Mixed groups are just a UI convenience: pick any mix of a Barracks’ robots and give them the same mission. Each robot uses its own AI. No formations or squad mechanics Decided.
- Combat is automatic once a mission is set.
- Do Gun Bots use ammunition? Open (see combat-and-defense.md).
- Small bots stay useful after Gun Bots arrive: they cover wider patrols and intercept small threats.
Later unit progression Tentative
- Military coordination: rally points, wait for full strength (launch an attack only once the whole force has assembled, including respawned units), squad leaders, multi-Barracks coordinated assaults.
- Automatic patrols that respond to radar contacts. Automatic Barracks dispatch.
- Bigger trucks, trains, faster crews, specialized scavengers.
- Tier 3 “automated” trucks and crews are existing units gaining new behaviors, not new unit types.